Method and apparatus for card game

ABSTRACT

A card game uses game cards having various indicia thereon used to simulate a wrestling match. The indicia can, be statistics and rankings of the wrestlers which are compared by the players during the course of the game. The indicia can also be POP or Points of Pain for each wrestler and the moves or maneuvers of each wrestler which are used during the course of the game. The game cards can also have an image of wrestlers thereon.

CROSS REFERENCE TO RELATED APPLICATION

This application claims the benefit of U.S. Provisional Application Ser.No. 60/208,532 filed on Jun. 1, 2000.

BACKGROUND OF THE INVENTION

1. Technical Field

The present invention relates generally to card games and methods ofplaying the same. More particularly, it relates to a card game relatedto the sport of wrestling and a method of playing the same.

2. Description of the Background Art

There have been a number of card games developed for simulating varioussporting events including wrestling matches. Two patents which depictsimulate wrestling matches are U.S. Pat. Nos. 4,861,031 and 5,163,688,both by inventor Cosmian E. Simms. These patents describe cards withimages of various wrestling maneuvers thereon. The players determine thesequence to display their cards in order to gain a strategic advantageduring play. While the games described in U.S. Pat. Nos. 4,861,031 and5,163,688 do simulate wrestling matches, they do not take advantage ofthe burgeoning popularity of professional wrestling today as they do notuse any of the images or statistics of actual wrestlers.

SUMMARY OF THE INVENTION

It is an object of the present invention to provide a novel apparatusand method for playing card games simulating wrestling matches whichovercome the drawbacks of the prior art games.

It is also an object to provide such an apparatus and method in whichplaying cards having information thereon which is compared to determinethe winner of the games.

Still another object is to provide such an apparatus and method in whichthe information on the playing cards includes rankings, statistics, atotal amount of punishment rating and wrestling move punishment ratingsfor the depicted wrestlers.

A further object is to provide such an apparatus and method which may beeasily used by persons of all ages.

It has now been found that the foregoing and related objects can bereadily attained in an apparatus for playing various competitive cardgames simulating wrestling matches which includes a plurality of playingcards with each card representing a specific wrestler and having indiciathereon representing various information about the wrestler. Theinformation on the cards is used and compared during the playing of thecompetitive card games to determine a winner of the card games.

Desirably, the information on each card includes an image of a specificwrestler thereon. The information on each card could also include (1) aranking of the specific wrestler represented thereon; (2) a rating oftotal amount of punishment that the specific wrestler representedthereon can sustain; (3) a rating of punishment of each move that thespecific wrestler represented thereon can inflict on an opponent; and(4) statistics of the specific wrestler. The statistics are chosen froma group consisting of height, weight, number of titles, bicep/tricepsize, chest size and crowed appeal.

In using the apparatus to perform the method for playing variouscompetitive card games simulating wrestling matches, the plurality ofplaying cards are separated into a number of stacks corresponding toplayers playing the game and a card from the stack of each player isselected and information on the selected cards are compared to determinea winner of the card game.

In one embodiment of the method, the rankings of the wrestlersrepresented on the selected cards are compared and the player with thecard having the lowest ranking wins the cards of the other player(s).

In another embodiment of the method, the comparing step includes eachplayer sequentially selecting wrestling moves to be performed from theselected card of the player and subtracting the ratings of punishment ofthe selected wrestling moves from the ratings of total amount ofpunishment of the selected card of the other player until one of theplayers depletes the total amount of punishment of the other player.

In yet another embodiment of the method, during the comparison step, atleast one of the statistics of the wrestlers represented on the selectedcards are compared and the player with the card having the higheststatistic wins the cards of the other player(s).

The invention will be fully understood when reference is made to thefollowing detailed description taken in conjunction with theaccompanying drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

FIGS. 1-3 are bottom views of various playing cards of the presentinvention showing the face sides thereof.

DETAILED DESCRIPTION OF THE INVENTION

With particular reference to FIGS. 1-3, three different exemplary cardsmade in accordance with the present invention are illustrated andgenerally designated by the numerals 10, 12 and 14, respectively. Eachof the cards 10, 12 and 14 has an image 16 of a respective wrestlerthereon. The wrestler's image 16 could be a photograph or a drawing asdesired.

The cards 10, 12 and 14 have various indicia thereon used in playingcard games simulating a wrestling match. Centered directly above thewrestler's image 16 on each card is the name 18 of the wrestler. Onthese cards 10, 12 and 14, the wrestlers are named John Doe, Joshua Doeand Joey Doe, respectively. To the left of the wrestler's name 18 is thewrestler's ranking 20 and to the right of the name is the wrestler's POP22 or “Points of Pain” which represents the wrestler's overall abilityto accept pain from punishment from his opponent. Below the wrestler'simage 16 on the left side of each card 10, 12 and 14 is a chart 24 ofstatistics about the wrestler. These statistics can include height,weight, number of titles, bicep/tricep measurement, chest size and crowdappeal. On the right side of each of the cards below the wrestler'simage 16 is a chart 26 of different wrestling moves or maneuvers thewrestler can employ during the course of a wrestling match and theamount of POP or “Points of Pain” each move will inflict on hisopponent. The purpose and meaning of the various indicia on the cards10, 12 and 14 will become clear upon further explanation of the methodof use of the cards 10, 12 and 14 as provide hereinafter. It should benoted that the wrestler's ranking, total “Points of Pain”, crowd appealand “Points of Pain” for moves are assigned to each depicted wrestlerarbitrarily by the manufacturer of the card. The remaining statistics oneach of the wrestlers could also be arbitrarily created by themanufacturer if the wrestlers are fictional but also can be based on thestatistics of actual wrestlers.

Having described the cards 10, 12 and 14, the use of the cards 10, 12and 14 will now be explained. Although only three cards are shown in thedrawings, it should be understood that a plurality of such cards couldbe made to produce a set of cards. Each card in a set of cards used inany one of the, following games would depict a different wrestler.

For the following four games described, the object is to defeat youropponent(s) and gain his/their card(s). Each player supplies his owncards to be used in play.

Wrestler's Statistical Series:

One method of using the cards is the Wrestler's Statistical Series inwhich the object of the game is to gain the opponent's cards by pickinga statistical category in which your wrestler has an advantage over theopponent's wrestler and, after comparison, to win his card. ForWrestler's Statistical Series, each player will hold their cards withthe statistics of his wrestler facing him, and in such a manner so thatat the same time the player's opponent(s) cannot see his card'sstatistics. Listed in the chart 24 of each of the cards are statisticsabout the wrestler who appears on the card. These statistics includeheight, weight, number of titles, bicep/tricep measurement, chestmeasurement, and a rating of the wrestler's crowd appeal. The matchbegins by choosing one player (e.g. Player A) to play first by a fairmethod such as flipping a coin, or highest roll of a die. Both playerslook at the top card in their own stack of cards but do not reveal thecard to their opponent. Player A then orally chooses a category from thestatistic chart 24 on his top card in which he believes his wrestler hasan advantage. The players then call out the statistic on their top cardsfrom the chosen statistical category and determine the winner of theround based on the higher statistic. The winner retains both cards. Forexample, if Player A's top card was card 10 (i.e. John Doe), he mightchoose Height as his category as John Doe's height is six feet, teninches (6′ 10″). If Player B then had card 14, (i.e. Joey Doe), who isonly six foot, two inches (6′ 2″), then Player A would win the round andboth cards. If, however, Player B had card 12 which is the seven foot,two inches (7′ 2″) Joshua Doe, then Player B would win the round andboth cards. If a tie occurs, then Player B calls out “Reversal” andchooses a different category from his same card to be compared againstPlayer A's same card. The winner of the reversal comparison wins theround and both cards. If both players tie in all categories, which wouldoccur if both players card happens to be the same wrestler, then bothplayers need to agree to put their cards back in their stacks in arandom place, or to leave those cards to be won by the next round'swinner. In this case, the caller of the next round is the caller of theoriginal round. The won cards are then placed to the side of the winnerto be used again if both players chose to keep playing after all thecards in their original stacks have been used.

The winner of the round continues the game by choosing a category fromthe next card in his stack. Play continues until all the cards in thestack are played and the player with the most cards wins the game, oruntil one player has won all the cards, or until all the players agreeto stop playing. It should be noted that, if desired, before playstarts, players can be allowed to position their cards in their stack toachieve a maximum advantage, and that the players do not have to startwith the same number of cards.

If three or more people choose to play, then all the rules remain thesame except in the case of ties. In the case of a tie, only thoseplayers whose cards are tied continue, the loser(s) forfeit theircard(s), and those cards become. part of the eventual winner's purse.Also note that the tie must be the best statistic, if not the tie doesnot matter. The cards are won by the player with the best statistic.Such as, two players have card 10 (i.e. John Doe), and one player hascard 12 (i.e. Joshua Doe), and the category being called is Height. Theplayer with card 12 wins the round and all the cards played in thatround. The tie of the lower height statistic of card 10 does not matter.In three or more people play, the order goes in a clockwise directionfrom the player who has won the original category statistical to call.The first player involved in the tie, (the first player to the leftinvolved in the tie) is the player to call “Reversal” and chose the newcategory. Then play continues as usual.

Flip-Off:

Another method of using the cards is Flip-Off which can be playedbetween two or more players. If two players are playing, each of theplayers begins with as many cards as he wishes to play face up in hisstack so that both players know which card is being played by bothplayers in each round. A match begins with two players standing oppositeand facing each other, each holding one of his cards by the edge(s). Theplayers then release their cards by allowing their cards to tumble endover end to the floor. The winner of the round is the player whose cardlands face up. If both cards land face up, the wrestler's rankingdetermines the winner. The higher ranking (i.e. the lower number) winsthe round and both cards. The wrestler's ranking is found in the upperleft hand corner of each card. For example, if Player A's card was card12 (i.e. Joshua Doe) who has Ranking 2 and Player B then had card 14(i.e. Joey Doe) who has Ranking 3, then Player A would win the round andboth cards. If, however, Player B had card 10 (i.e. John Doe) withRanking 1, then Player B would win the round and both cards. In someinstances, the players might be using the card of the same wrestler, sothe players must be watchful of which cards are theirs during Flip-Off.If both cards land face up and have the same Ranking, then the playerscan either leave those cards in the “ring” for the winner of the nextround, or they can reflip the original cards that were involved in thetie. If both cards land face down, the players can either flip again orleave those cards for the winner of the next round. The methods of playshould be determined before play begins. Play continues until all thecards from the original stacks have been used, or until one player winsall the cards, or until the players agree to cease play. The duration ofplay should be agreed upon before play begins.

When three or more players want to compete, there are several variationsof play. In the first variation, each player whose card lands face downloses and forfeits his card. If only one player's card lands face up, hewins all of the cards. Otherwise, the players whose cards have landedface up reflip their cards. This process continues to eliminate playersuntil there is only one player left. That player is the winner of theround and all the cards played in that round. In the second variation,the winner is the player whose card does not match the other players.So, if there are three players and upon flipping their cards, two cardsare face down and one card is face up, the player with the face up cardwins the round and all the cards played in that round. Likewise, if twocards are face up and one card is face down, the face down card wins theround and all the cards played in that round. If all the players cardsland face down in the original round, the players can either reflip thesame cards, or leave those cards in the “ring” for the winner of thenext round. The winner of that new round wins all the cards that are atstake. If all the cards land face up, then the players can either reflipor use the Ranking to determine the winner of the round. The method ofplay should be determined before play begins. If the Ranking method isused the player with the highest ranking or lowest number wins the roundand all the cards played in that round. If a tie exists for the highestranking, then only those players who have tied either reflip the samecards or flip new cards. The winner is to be determined by revertingback to the original methods of play. For example if two players areleft after the tie, then the card that lands face up is the winner ofthe round and all the cards. If both land face up then reflip or userankings, etc. Again, the method of play should be determined before anyplay begins. Should a player run out of cards during a round, he mayborrow cards from any other player or person who has a card and iswilling to lend him a card. The player loaning the card(s) must berepaid should the player he is backing wins. That repayment must be thecard(s) the loaner gave the borrower as well as a one card interestpayment. The repayment is to be chosen by the loaner. If the player whoborrows the card(s) loses, then the player who lent him the cards alsoloses. If no cards are lent to the cardless player, then all cards forthat round are returned to their original owners. Also the card lent tothe cardless player cannot be known by anyone. It must be picked atrandom from the loaner's hand who has his cards face down. Play is overwhen all the players agree to end the game, or one player runs out ofcards, or one player wins all the cards. The method for duration of playshould be determined before play begins.

In four or more player variation, teams having an equal number ofplayers on each team may be chosen. Whichever team has all of theircards land in the same direction (face up/face down), while theiropponents cards do not wins the round and all the cards in that round.If there is not a winner, the cards can either be reflipped or left inthe ring to be won or lost in the next round.

One last variation that can be used no matter how many players areinvolved in play is to start with an equal number of cards in eachplayer's stack. The won cards are to be placed aside into a winner'spile next to the winner of the round. When the player's stacks have beenexhausted, the player with the most cards in his winner's pile wins allthe cards from all the winner's piles.

Wrestler's Duel:

Another method of use for the cards is called Wrestler's Duel. When playis between two players, each player should start with the same number ofcards in their stacks, but this is not a necessity. The player placeshis stack face down in front of him so that no one can see the face ofhis cards, including the player himself. The cards can be initiallyarranged by the players, but cannot be rearranged once play has started.In this game, the players flip over their cards one at a time from thetop of their personal stacks revealing the ranking of their wrestler.The wrestler's ranking is found in the upper left hand corner of eachcard. The player with the card depicting the wrestler having the highestranking (i.e. meaning lowest number) wins and captures his opponent'scard. In the case of a tie, the players can either. take back theircards and return them into their original, personal stacks in a randomplace or leave them in the ring to be won or lost in the next round. Thegame can end in these ways: 1) as cards are won, they are put in a pilenext to the winner. After the original, personal stacks have been used,the player with the most cards in his winner's pile “wins all the cardsin both winner's piles. In the event that both winner's piles have thesame number of cards, the players can either each choose one card atrandom and have a duel for all the cards by comparing the rankings onthe chosen cards. Or the players can keep the cards in their winnerspile. 2) The players can continue to play from the winner's pile aftertheir original, personal stacks have been exhausted. 3) or they cancontinue until one player wins all the cards. 4) or they can cease aftera certain agreed upon period of time. 5) Or until both players agree toend the game. Again, the desired ending of play should be agreed tobefore play begins.

In a Tag Team variation of the previously explained two player versionif there is a tie, the original cards are left in the ring, then onemore card is put into the ring face down by each player, and then athird card is flipped face up by each player. The rankings on the thirdcards are compared, determining the “King of the Ring” or the winner ofall the cards in the ring. If another tie occurs, the procedure isrepeated until a winner is determined. If a player runs out of cardsduring the play of a tie, the cards in the ring are returned to theiroriginal owners.

For three or more players single or Tag Team play can be used, the playis the same as with two players being that the player with the highestranking (i.e. lowest number) wrestler wins and takes the cards played bythe other players. In case of a tie, only the players involved in thetie and with the highest ranking continue to flip additional cards towin all the cards in that round.

Wrestler's Match:

Another method of using the cards is known as the Wrestler's Match. Itcan be played by two or more players. Each player plays with one cardat-a-time in single match play, and two cards per match in “tag team”play. The players may predetermine how many matches will be playedoverall before actual play begins and therefore chose the appropriatenumber of cards to use for playing the game. The cards are not initiallyrevealed to the other players. In addition to the cards, each playergets a pair of ten sided dice, one black die and one yellow die with thenumbers of 0 through 9 thereon. A scoring pad and a writing instrument,or a calculator, can also be used to record the 'score of each round asthe match progresses.

Each player chooses the card he wishes to use from his personal stackthat is to be played in the round, or two cards in Tag Team play. Thecards are chosen without revealing them to the other player(s). When thematch begins, each player throws the card(s) he has chosen into the ringsimultaneously. It is only at the time do both players know theiropponent's card(s). On the face of each card in the upper right handcorner, next to the wrestler's name, is each wrestler's “Points of Pain”or “POP rating. These ratings are arbitrarily assigned but portray thewrestler's overall ability to accept pain from the punishment he willreceive from his opponent's successful attacks. In other words, it isthe total amount of pain that the wrestler can absorb from his opponentbefore he loses the match. When a wrestler's ‘pop’ rating reaches zeroor less (a negative number is arrived at after deducting the pop of theattacking wrestler from the total pop rating of the attacked wrestler),the wrestler is subdued, pinned, and defeated. The wrestler with a zeroor less rating does not get a counter attack. The match is over and theother player wins the match and all the cards used in the match. In thelower right hand corner of each card is a chart of different moves thewrestler can employ on his opponent. The moves represent the type ofmaneuvers that wrestler can perform in the ring to defeat his opponent.The move the wrestler employs also correlates to the amount of pain thatmove will from the wrestler using it will inflict on any opponent. Themoves run from the typical slaps, punches, or kneeings to the exoticaerials, piledrivers, powerbombs, chair slams, table crunches, as wellas each wrestler's signature move. All of these moves are well known tothose skilled in the art. All of the wrestlers moves fall within thesame range of 0-99, although each wrestler has different moves andranges within the overall range of 0-99. Again, the different moves andranges represent the strengths and weaknesses of the wrestler.

To choose the player that will begin play, each player will throw onedie and the player with the highest number begins play. Before playbegins, each player must designate which of his die will represent thefirst number of all his throws and which die will represent the second.The game is played by alternating throws of the dice between players.Each throw of the dice indicates a number between 0 and 99 whichcorresponds to a wrestling move that the player's wrestler make's on hisopponent. The corresponding number of pop from the chart on the player'scard is then subtracted from the opponent's total “POP”. The firstplayer who depletes the wrestler's total ‘pop’ of his opponent is thewinner. For example, assume Player A's card was card 10 (i.e. John Doe)and Player B had card 12 (i.e. Joshua Doe). Player A on his first rollof the dice rolls a 60. Thus, the equivalent wrestling move to a 60 rollfor John Doe is the ‘Chair Slam’ with a “POP” rating 25 as read off the“POP” chart 26 on card 10. On the score pad, the POP rating of 25 issubtracted from Joshua Doe's total POP rating of 290, leaving him with265 POPs left. The players would then alternate rolling their dice untilthe total number of POP ratings from the moves based on the rolls ofPlayer A meets or exceeds Joshua Doe's total POP rating of 290, or thetotal of the POP ratings of the moves based on Player B's meets orexceeds John Doe's total POP rating of 280. The player who first meetsor exceeds his opponent's total POP rating wins the match and the cards.

A variation of play could be if a player rolls doubles (i.e. both dicehave the same number), then that player gets another roll. If doubles isachieved a second time in a row, the POP rating for the move is doubledand deducted from the total POP of the opponent.

In Tag Team play, play is conducted as in singles play, but instead twocards of each player are laid face up in the ring for play. Each playerchooses the card which is going to be played first before seeing hisopponent's cards. To bring the other card into play (i.e. “tag” thewrestling partner), The player forfeits his roll at the time of the tag.A player can “tag” as often as desired. A variation on Tag Team play is,after a roll is forfeited to bring the other card into play, 20 POP (orany number agreed upon between players before play begins) are added tothe total POP of the wrestler leaving the ring to represent the “rest”he received while not wrestling. The match is over in one of two wayswhich the players involved in the match must agree upon before matchplay begins. Method one is when one of wrestlers of the team has a totalPOP rating of zero or less. He is considered pinned and the match isover. The other player (who does not have any of his wrestlers having atotal POP rating of zero or less) wins the match and all the cards.Method two is a wrestler is considered knocked out when his total POPrating is zero or less. He does not regain any POP and never returns toplay in that match. However, the second wrestler of the tag team isstill in play. It is only when both wrestlers of one team have a totalPOP rating of zero or less that the match is over and the winner isdetermined. The winner wins the match and all the cards used within thatmatch. Total POP can never be traded or moved from one wrestler to theother wrestler of the “tag team.

If three or more people are playing the rules remain the same order ofplay is determined by the original roll of one die. The order willproceed from highest roll to lowest roll. In the event of a tie on therolling for order of play, then the players who tied have a roll off todetermine the order of those players. For example, there are fourplayers who have rolled for order of play. Player A rolled a 9, Player Brolled a 2, Player C rolled a 4, and Player D rolled a 4. In the rolloff, Player C rolled a 1 and Player D roll a 9. The order of play wouldbe Player A, then Player D, then Player C, then Player B. Player A andPlayer D are not considered to be tied for order of play because theorder had been determined by the original roll. Likewise, Player C isstill before Player B because of the original roll for order of play.

Thus, it can be seen from the foregoing specification and attacheddrawings that the card game and method of playing the same of thepresent invention provides an interesting and exciting means forsimulating a wrestling match.

It is believed that the many advantages of this invention will beapparent to those skilled in the art. It will also be apparent that anumber of variations and modifications may be made therein withoutdeparting from its spirit and scope. Accordingly, the foregoingdescription is to be construed as illustrative only, rather thanlimiting. This invention is limited only by the scope of the followingclaims.

1-20. (canceled)
 21. A method for playing a competitive card gamesimulating wrestling matches, the method comprising the steps of: (a)providing a playing card for each player, each card representing aspecific wrestler and having indicia thereon, wherein said indicia hasone or more wrestling moves of said specific wrestler representedthereon, a rating of punishment that said one or more wrestling movescan inflict on an opponent, and a rating of total amount of punishmentthat said specific wrestler represented thereon can sustain; and (b)each of the players sequentially selecting a wrestling move to beperformed from the card of the player and subtracting the rating ofpunishment of the selected wrestling move from the rating of totalamount of punishment of the card of another player, said sequentialselection and said subtraction continuing until one of the playersdepletes the total amount of punishment of the other player.
 22. Amethod for playing a competitive card game simulating wrestling matchesin accordance with claim 21, further including the step of providing aplurality of playing cards separated into a number of stackscorresponding to players playing the game.
 23. A method for playing acompetitive card game, simulating wrestling matches in accordance withclaim 22, wherein, during the providing step, the card provided to eachplayer is drawn from the stack of each player.
 24. A method for playinga competitive card game simulating wrestling matches in accordance withclaim 21, wherein each card includes an image of a specific wrestlerthereon.
 25. A method for playing a competitive card game simulatingwrestling matches in accordance with claim 21, further comprising aplurality of categories that are chosen from the group consisting ofheight, weight, number of titles, bicep/tricep size, chest size, crowdappeal, and any combinations thereof.
 26. A method for playing acompetitive card game simulating combat, the method comprising the stepsof: (a) providing a playing card for each player, each card representinga specific pictorial representation and having indicia thereon, whereinsaid indicia has one or more combat moves of said specific pictorialrepresentation represented thereon, a rating of punishment that said oneor more combat moves can inflict on an opponent, and a rating of totalamount of punishment that said specific pictorial representationrepresented thereon can sustain; and (b) each of the playerssequentially selecting a combat move to be performed from the card ofthe player and subtracting the rating of punishment of the selectedcombat move from the rating of total amount of punishment of the card ofanother player, said sequential selection and said subtractioncontinuing until one of the players depletes the total amount ofpunishment of the other player.
 27. A method for playing a competitivecard game simulating combat matches in accordance with claim 26, furtherincluding the step of providing a plurality of playing cards separatedinto a number of stacks corresponding to players playing the game.
 28. Amethod for playing a competitive card game simulating combat matches inaccordance with claim 26, wherein said indicia of said one or morecombat moves of said specific pictorial representation representedthereon of each player is different.
 29. A method for playing acompetitive card game simulating combat matches in accordance with claim26, wherein said rating of punishment that said one or more combat movescan inflict on an opponent of each player is different.
 30. A method forplaying a competitive card game simulating combat matches in accordancewith claim 26, wherein said rating of total amount of punishment thatsaid specific pictorial representation represented thereon can sustainof each player is different.
 31. A method for playing a competitive cardgame simulating combat matches in accordance with claim 26, wherein atleast two cards represent the same specific pictorial representationwith each of said two cards having different indicia thereon.
 32. Amethod for playing a competitive card game simulating combat matches inaccordance with claim 26, wherein said specific pictorial representationis an image of a combatant.
 33. A method for playing a competitive cardgame simulating combat matches in accordance with claim 26, wherein saidspecific pictorial representation is an image of a wrestler.
 34. Amethod for playing a competitive card game simulating combat, the methodcomprising the steps of: (a) providing a playing card for each player,each card representing a specific pictorial representation and havingindicia thereon, wherein said indicia has one or more combat moves ofsaid specific pictorial representation represented thereon, a rating ofpunishment that said one or more combat moves can inflict on anopponent, and a rating of total amount of punishment that said specificpictorial representation represented thereon can sustain; and (b) eachof the players sequentially selecting a combat move to be performed fromthe card of the player and subtracting the rating of punishment of theselected combat move from the rating of total amount of punishment ofthe card of another player, said sequential selection and saidsubtraction continuing until one of the players depletes the totalamount of punishment of the other player, wherein at least two cardsrepresent the same specific pictorial representation with each of saidtwo cards having different indicia thereon, and wherein said specificpictorial representation is a combatant.
 35. A method for playing acompetitive card game simulating combat to determine a victor from oneor more players, the method comprising the steps of: a) providing astack of playing cards for each player playing the game, each cardrepresenting a specific combatant and having a plurality of gamesthereon, wherein said card has indicia thereon representing a ranking ofthe combatant; (b) selecting a card from the stack of each player; and(c) each player dropping the selected card so as to tumble end over endand landing either face up or face down, wherein the victor isdetermined by a variety of methods.
 36. The method for playing acompetitive card game simulating combat according to claim 35, whereinsaid variety of methods includes: a. a method comprising the steps of:providing a rating of punishment that said one or more combat moves caninflict on an opponent and a rating of total amount of punishment thatsaid specific combatant represent thereon can sustain, wherein saidrating of punishment of said combat move of each player is different,wherein each of the players sequentially selects a wrestling move to beperformed from the card of the player and subtracts the rating ofpunishment of the selected combating move from the rating of totalamount of punishment of the card of another player, wherein saidsequential selection and said subtraction continues until the playerdepletes the total amount of punishment of the other player; b. a methodof comprising the steps of providing indicia thereon representingvarious information about the combatant, wherein said indicia hasstatistics of the specific combatant; choosing one or more categories ofthe statistics to be compared; comparing the statistics of the combatanton the chosen category on the selected cards to determine a winner of acard with a high indicia; and choosing another category when thestatistics in the chosen one or more categories on the selected card arethe same to break the tie; or c. combination thereof.